Random input since i'm not totally following your discussion: Maybe they intend for Orks to have the ability to wreck face when they get in their ranges, but also possibly do not as much or nothing. Orks also have this "perk" of having half their fleet randomly want to warp out, so maybe it's intended to be a very RNG-y faction? Depends how TT has Orks playing, and also how exactly they can implement that for an RTS if at all. High alpha RNG when in range but slow and less mobile getting to said range? I could agree it's not the best of player experiences for either side.

Zephyranthes wrote: so maybe it's intended to be a very RNG-y faction? Depends how TT has Orks playing,

in table top 40k Orks are indeed a VERY RNG-y army. this applies in BFG and "standard 40k" (in BFG ork weapon strength is random. an Imperial Macro battery was typically strength 4 or 6, Orks "macro batteries" where strength D6) so yeah Orks being the most RNG-y faction is accurate.

Also Orks being most vunerable to morale issues is also about right, weak leadership is part of the package for Orks, it's one of their intended weaknesses

Personal opinion: Increasing the fire rate of small guns makes sense and halving the damage makes a lot of sense (dakka dakka dakka, more "reliable" through numbers of shots, etc...), but for the bigger guns, it is un-orky. They may like to shoot a lot, but they're messy in their way of doing it, require teamwork from the krew to load and arm these guns. Having a mix of "reliable continuous damage at short range but unreliable bang with bigger guns is IMO a bit more interesting.